Wow, that's above-and-beyond. Thanks so much for the plethora of info! I appreciate it! I purchased MV around a year ago and on winter break - as I was going through my Steam backlog - I decided to check it out. It's been a lot of fun. But I was not prepared for the level of commitment and love and am kind of overwhelmed - in a good way. Ha! So many cool plug-ins and modifications. I started making something before I knew about the depth/skill of outputs like yours and the other SRPG folks.
Very cool stuff!
Thanks for all y'all do!
MV - SRPG Engine MV - Plugins for creating Tactical Battle System
● ARCHIVED · READ-ONLY
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Hello everyone!
Came back from a break, and stumbled onto TerrainEffects. Sounds like a good idea, but I'm having problems combining that plugin, RangeControl and Shou's ModifiedMoveTable. Lots of crashing from all plugins trying to mod ``makeMoveTable``.
TerrainEffects is also fully in japanese, which I can only read crude translations from Google, so if it suggests plugin order somewhere, I have no idea.
So, does anyone know the correct plugin order from those, if anyone got them to work? -
is the tile effect in the shoukang's demo? tile effect is the terrain effectHello everyone!
Came back from a break, and stumbled onto TerrainEffects. Sounds like a good idea, but I'm having problems combining that plugin, RangeControl and Shou's ModifiedMoveTable. Lots of crashing from all plugins trying to mod ``makeMoveTable``.
TerrainEffects is also fully in japanese, which I can only read crude translations from Google, so if it suggests plugin order somewhere, I have no idea.
So, does anyone know the correct plugin order from those, if anyone got them to work?
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omg i forgot shou had a demo... ty ty xabileugis the tile effect in the shoukang's demo? tile effect is the terrain effect
i've tested it here as is in your screenshot, and seems TerrainEffect > RangeControl > ModifiedMoveTable works perfectly!
I need to check out that demo and the summon plugin, spawning reinforcements and just spawning units in general has been a massive headache for mapping -
Hello, would it be possible to have a "cover" system where if the character is behind a obstacle they can still be hit by ranged attacks but gain a bonus to Evasion?
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Hello, would it be possible to have a "cover" system where if the character is behind a obstacle they can still be hit by ranged attacks but gain a bonus to Evasion?
I think this can be possible with a player touch event.
And checking variables of x and y per tile if the player is there and if so, do the add on of such evasion. Else, have it removed. -
@Aurawhisperer That's a clever way to do it, I will try. Thanks!
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Anytime. Let me know if it worksout@Aurawhisperer That's a clever way to do it, I will try. Thanks!
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@Aurawhisperer Hmm, I think I would need a way to determine if the obstacle is between the attacker and the defender, otherwise you could get the evasion buff while standing in front of the obstacle @_@
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@Aurawhisperer Hmm, I think I would need a way to determine if the obstacle is between the attacker and the defender, otherwise you could get the evasion buff while standing in front of the obstacle @_@
I was thinking for example, is if player is at a fence that x and y variables do a check if true or false. If true, trigger the event that provides the evasion before the battle starts. If away from the fence, the buff is gone.
It'll have to be parallel though - the checks. It's the only way I can think that will make this work.
And what I mean by variables is grabbing the players or any ally cords in the players party. So there will be multiple variables, multiple checks. -
can you upload your project (ON google doc or something secure). Perhaps by review from your project.. We can point out where to fix it.. hope not editing the js code@Aurawhisperer Hmm, I think I would need a way to determine if the obstacle is between the attacker and the defender, otherwise you could get the evasion buff while standing in front of the obstacle @_@
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Apologies if this has been answered already, I searched but didn't find anything conclusive. Is it possible to both have animations targeted on the user x.y with a different animation per direction (this looks possible), and more importantly can animations be played under the user as well, such as with a lower z axis? My project has 40 classes for each gender, with 50+ different weapon animations, which totals to something like 4000+ sprite sheets if making a unique sheet per combination. If animations can be successfully played under the sprite layer for upward facing attacks for instance, it reduces the amount of sheets needed down to a much more manageable level, by allowing the combination of weapon animations to be paired with a generic sprite sheet swing animation instead.
Also, if I plan on building around Boomy's plugins, is there a recommended demo to start building from? I have several different core versions as well as demos, and I think I am supposed to be building from the 1.32 core demo, but if there is a better suited demo/core to use please let me know.
Also, I am excited to see your demo @dopan, hopefully you get your computer stuff sorted because your posts were a great help when I was building with the LeTBS engine. Seeing several familiar faces posting in this thread leads me to believe this may be the better engine for a tactical style game, and I was pretty impressed with some of the plugins. Boomy's especially but there is something useful coming from everyone it seems.
One last question, although I suppose I can figure this out by myself, is how intelligent is the AI? Say for instance if I give an enemy an aoe piercing spear attack, will they naturally seek to include multiple targets with a shishkabob piercing type maneuver, or will they instead just attack the closest/weakest entity instead? -
i think you should try the map battle Dynamic Action, i dont use it so im not familiar, but im sure what you want with the animation is possible
the AI is already intelligent with shoukang's extension AIControlPlus -
With ShouKang's excellent AiPlus plugin, out-of-the-box the AI usually chooses a decent move.how intelligent is the AI
With all the randomness turned off, in my testing, an enemy will use an AOE skill if it can. It will also target "the most" targets.
I recommend the demo made by @Shoukang. I initially built my plugins off @RyanBram demo but its a bit outdated now.Also, if I plan on building around Boomy's plugins, is there a recommended demo to start building from?
The RMMZ version of this plugin basically rips most of Shoukang's plugins as "additions" and rewrites a few RMMZ specific things to make it work.
I use Yanfly Action Sequences and use this eval:Is it possible to both have animations targeted on the user x.y with a different animation per direction
<target action>
eval: BattleManager.actionAnimation(x, ["target"]);
</target action>
You could also use "user"
Since its an eval, you could check direction using target.event().direction()
As for Z targetting, try this -
Thanks Boomy, I have actually tested that code out and it works perfectly in field, so chances are it should work with SRPG engine battles as well, as long as all the animation code hasn't been rewritten as in the case of some other custom battle engines. Will report back once I finish up my sprite work and have a chance to test it out.
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For the "SRPG_MapviewBatttler", is it possible to have a different motion for "Selected" and walking? I tried making a motion for when the character is selected but when they are moving on their turn they remain in the "Selected" motion.
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Friend asked me how feasible this would be in this suite, and the idea I have so far is 2 skills, one targets Actors and one targets Enemies, and if the AI is set to calculate highest damage / damage rate possible, it should choose the correct one.
Is there an actual way to do this, akin to Yanfly's Target Core and how a skill can be set to "target: everyone"? Thinking mostly for weapon skills and Area of Effect spells with friendly-fire.
I'm closing up on my srpg project so a lot of my time has been selling other people on these plugins. -
Question: I understand there isn't a way to add in multi battles. Is there a way to make a ally turn though?
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View attachment 252803
Friend asked me how feasible this would be in this suite, and the idea I have so far is 2 skills, one targets Actors and one targets Enemies, and if the AI is set to calculate highest damage / damage rate possible, it should choose the correct one.
Is there an actual way to do this, akin to Yanfly's Target Core and how a skill can be set to "target: everyone"? Thinking mostly for weapon skills and Area of Effect spells with friendly-fire.
I'm closing up on my srpg project so a lot of my time has been selling other people on these plugins.
I found this
* New skill/item notetag:
* <cellTarget> allows a skill to target an unoccupied cell on the map,
* even if it normally wouldn't
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* <anyTarget> allows a skill to target players and enemies alike
* Useful for positioning skills or AoEs, but may confuse AI units
From the plugin SRPG_PositionEffects.js of DrQ. Maybe it will be helpful ! -
Trying to make it so my super jump skill can't land on walls using terrain tags, but I'm not entirely sure what I'm doing wrong. Trying to use methods in both position effects and range control, with not much luck in keeping my guy from jumping on the walls(which have the terrain tag of 4)
These are the note tags I'm using.